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Extract shared scene data into a separate class
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17
servers/rendering/renderer_rd/shaders/forward_mobile/SCsub
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17
servers/rendering/renderer_rd/shaders/forward_mobile/SCsub
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#!/usr/bin/env python
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Import("env")
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if "RD_GLSL" in env["BUILDERS"]:
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# find all include files
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gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
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# find all shader code(all glsl files excluding our include files)
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glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
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# make sure we recompile shaders if include files change
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
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# compile shaders
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for glsl_file in glsl_files:
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env.RD_GLSL(glsl_file)
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File diff suppressed because it is too large
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#define M_PI 3.14159265359
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#define MAX_VIEWS 2
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#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
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#extension GL_EXT_multiview : enable
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#endif
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#include "../decal_data_inc.glsl"
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#include "../scene_data_inc.glsl"
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#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#ifndef NORMAL_USED
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#define NORMAL_USED
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#endif
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#endif
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/* don't exceed 128 bytes!! */
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/* put instance data into our push content, not a array */
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layout(push_constant, std430) uniform DrawCall {
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highp mat4 transform; // 64 - 64
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uint flags; // 04 - 68
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uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
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uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76
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uint layer_mask; // 04 - 80
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highp vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
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uvec2 reflection_probes; // 08 - 104
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uvec2 omni_lights; // 08 - 112
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uvec2 spot_lights; // 08 - 120
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uvec2 decals; // 08 - 128
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}
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draw_call;
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/* Set 0: Base Pass (never changes) */
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#include "../light_data_inc.glsl"
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#define SAMPLER_NEAREST_CLAMP 0
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#define SAMPLER_LINEAR_CLAMP 1
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#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
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#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
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#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
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#define SAMPLER_NEAREST_REPEAT 6
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#define SAMPLER_LINEAR_REPEAT 7
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#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
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#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
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#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
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layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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layout(set = 0, binding = 2) uniform sampler shadow_sampler;
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layout(set = 0, binding = 3) uniform sampler decal_sampler;
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layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
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#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
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#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
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#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
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#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
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#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
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#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
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#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11)
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#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
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#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
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#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
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#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
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#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16
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//3 bits of stride
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#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
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layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
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LightData data[];
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}
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omni_lights;
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layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
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LightData data[];
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}
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spot_lights;
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layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
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ReflectionData data[];
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}
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reflections;
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layout(set = 0, binding = 8, std140) uniform DirectionalLights {
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DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
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}
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directional_lights;
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#define LIGHTMAP_FLAG_USE_DIRECTION 1
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#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
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struct Lightmap {
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mediump mat3 normal_xform;
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vec3 pad;
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float exposure_normalization;
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};
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layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
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Lightmap data[];
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}
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lightmaps;
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struct LightmapCapture {
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mediump vec4 sh[9];
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};
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layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
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LightmapCapture data[];
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}
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lightmap_captures;
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layout(set = 0, binding = 11) uniform mediump texture2D decal_atlas;
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layout(set = 0, binding = 12) uniform mediump texture2D decal_atlas_srgb;
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layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
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DecalData data[];
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}
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decals;
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layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData {
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highp vec4 data[];
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}
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global_shader_uniforms;
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/* Set 1: Render Pass (changes per render pass) */
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layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
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SceneData data;
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SceneData prev_data;
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}
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scene_data_block;
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#ifdef USE_RADIANCE_CUBEMAP_ARRAY
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layout(set = 1, binding = 2) uniform mediump textureCubeArray radiance_cubemap;
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#else
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layout(set = 1, binding = 2) uniform mediump textureCube radiance_cubemap;
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#endif
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layout(set = 1, binding = 3) uniform mediump textureCubeArray reflection_atlas;
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layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas;
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layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas;
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// this needs to change to providing just the lightmap we're using..
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layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
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layout(set = 1, binding = 9) uniform highp texture2D depth_buffer;
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layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
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/* Set 2 Skeleton & Instancing (can change per item) */
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layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
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highp vec4 data[];
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}
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transforms;
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/* Set 3 User Material */
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